首页 > 其他分享 >物体碰撞与摩擦的方法总结

物体碰撞与摩擦的方法总结

时间:2022-08-27 02:55:06浏览次数:99  
标签:phi based methods constraint 物体 碰撞 penalty contact 摩擦

本文禁止转载

B站:Heskey0


Contact and Friction Simulation for Computer Graphics(Siggraph course 2022)

相关的course:SIGGRAPH'20 Course: An Introduction to Physics-Based Animation

SIGGRAPH'22 Course: Contact and Friction Simulation for Computer Graphics (siggraphcontact.github.io)

Syllabus

Basics:

  • contact generation using discrete collision detection
  • numerical techniques for solving the associated LCPs and NCPs

advanced topics:

  • soft body contact approaches
  • penalty and barrier functions
  • anisotropic friction modeling

Chapter 1. Introduction to Contact Simulation

there are three main paradigms for contact simulation

  • constraint based methods(很精确): constrained optimization

  • penalty based approaches: small abstract springs(也可以不使用弹簧) working between objects to keep them from overlapping. Hence, the springs "penalize" overlap.

    • similarities to penalty methods in numerical optimization: barrier methods
  • impulse-based methods: contact between objects is conceptualized as sequences of micro-collisions

1.1 The Equation of Motion

\[M(t)\dot u(t)=f(q(t),u(t),t) \]

Notations in this note:

  • \(M\): mass matrix
  • \(q\): position
  • \(u\): velocity
  • \(h=\Delta t\): timestep

1.2 Time Integration

Notations:

  • \(u^-=u^n\): velocity of the last time step
  • \(u^+=u^{n+1}\): velocity of the next time step

1.3 Constraints

流形优化方法求解约束问题

two types of constraint equations:

  • bilateral: \(\phi(q)=0\), hinges, ball-and-socket, and prismatic joints
  • unilateral: \(\phi(q)\ge0\).

\(m\) constraint functions \(\phi(q)\in R^m\) implicitly define a manifold that is embedded in the \(n\)-dimensional space of the simulation degrees of freedom. We can instead formulate the constraint equations in terms of the velocities by computing the gradient of \(

标签:phi,based,methods,constraint,物体,碰撞,penalty,contact,摩擦
From: https://www.cnblogs.com/Heskey0/p/16629712.html

相关文章

  • 函数:绕圈创建物体
    fnrotatePointAroundCentercenterdirradiussteps:36debug:false=( localtm=(matrixFromNormaldir) localp=center+(tm.row1*radius) localdiv=360/step......
  • UE蓝图---实现场景物体Transform状态重置效果
    在工业领域应用中,通常会遇到操作场景模型变换的操作,经过了移动、旋转、缩放后,要求可一键重置还原最初的Transform状态。思路:1、在模型阶段设置每个模型Tag值为Ope......